creationtwentytwo, here's what I'd do: 1) subdivide a cube 2) "sphere-ify" it (whatever equivalent your package has) 3) remove uneeded quadrants 4) extrude end edge-loop 5) tweak with more edge loops if necessary
"...my low poly topology is atrocious. I've tried redoing it a few times, but I always end up with a similar result." hmm...well to start with there's a whole heap of redundant vertices or edges that are not contributing too the overall object's silhouette/shape. EDIT: So firstly I'd advise desolving those continuous…
Just quickly did it to get you started/get the idea across, so it's not perfect/to the ref, but with some tweaking and checking your ref it shouldn't be to hard. Basicly add edge loops (in green)(you can start with 2, if it's pinching a bit, add more). And everytime you add a loop push them out a bit to get your rounding…
As said already, however what I do when there's a large loop that needs to be completed that's broken by a triangle, instead of manually working my way around the entire loop and cutting it in, I'll dissolve one edge of the triangle (Creates an NGon) and then edge-loop both sides. Then I'll just cut in the last edge and…
Your holes are wonky because you have edge loops running through their silhouette which is distorting the shape. It looks like it's supposed to be an 8 sided cylinder but you've got an extra 3 edge loops running through it making it an 11 sided cylinder. Just delete the 2 edge loops running through the cylinder and…
@naman Looks like the subdivision artifacts are caused by a combination of issues. The curvature at the bottom of the guard is deformed by the intersecting shape and the extraneous loops that run across the intersection are pinching in the corners. Similar to the previous examples: both of these issues can be resolved by…
Not sure what you mean by that, but as far as I can tell, edge loops affect curvature uppon smoothing the mesh. Add them close to the edge and that edge is going to be sharp. If you add loop further from egde, its going to be more curvy..
Just create the base with a high amount of segments. Try it with 72 sements, this will give you 4 polygon-rows per spike. This amount of edges should be enough to create this cogwheel without any support-loops. There is no need to create a lot of support loops manually.
@Deqa The edges on the model look a bit too sharp when compared to what's shown in the reference images. Though the fender is mostly flat surfaces, there are a number of angled transitions that are missing. Some of which are difficult to see. Gathering some higher quality references, with better lighting and more contrast,…
@byas There's a few different ways to approach this. One way to optimize for limited mesh density and overall sharpness is to block out the basic shapes to establish the basic topology flow. Then use a bevel / chamfer operation to add a set of consistently spaced support loops that automatically use 2 to 1 loop reduction…